pstef 9d7d11cd0e Fix: model the EE multiplier's one-ULP deficit in the interpreter
The console's multiply array is not a correctly-rounding multiplier: it
comes back exactly one step closer to zero on a large fraction of
operands, and which operands depends on operand order. Upstream states
the rule in a comment (x86/iFPU.cpp) and never tests it; FpuMulHack is
a one-point sample of it.  What is modelled, what deliberately is not,
and where the rule was measured are at eeMulDefectiveFt.

All six multiply forms route their product through the new eeMulProduct,
which also localises the fpuDouble() calls the sites used to make
inline. MADDA/MSUBA gain a temp for it; the accumulate itself is
unchanged, and still does not round-trip the product through fpuDouble
the way MADD/MSUB do.

MulSFpuMulHackOffGivesNativeProduct asserted the opposite -- that the
IEEE product is the console's. Silicon returns 0x3F490FDA for those
operands and 0x3F490FDB reversed, so the gamefix matched hardware in
both orders all along.

The deficit only reaches what fpuDouble() hands it. An exponent-0xff
operand is clamped to +/-Fmax before the multiply and the product
saturates at FLT_MAX, so this engine still has no EE top binade; that
gap is fpuDouble's and is untouched here.
2026-08-04 20:26:32 +02:00
2026-07-18 12:04:18 -04:00

ARMSX2 — Native ARM64 JIT Fork of PCSX2

All Platforms

ARMSX2 is a free and open-source PlayStation 2 (PS2) emulator based on PCSX2. Its purpose is to emulate the PS2's hardware, using a combination of MIPS CPU Interpreters, Recompilers and a Virtual Machine which manages hardware states and PS2 system memory. This allows you to play PS2 games on your phone, PC, or gaming handheld, with many additional features and benefits.

Thank You

The ARMSX2 team is eternally indebted to the PCSX2 project it is based on. We are so fortunate to build on their 20 years of hardcore development.

About This Fork

Project Demo

The upstream PCSX2 project ships an ARM64 interpreter build for ARM, but its high-performance JIT recompilers (EE, IOP, VU0, VU1, and vtlb fast memory) are x86-64 only.

This fork exists to close that gap. The goal is to preserve the correctness features of 20 years of PCSX2 development, while generating the fastest native ARM performance possible.

Current status:

  • EE (Emotion Engine) recompiler — integer, float, MMI, COP0/COP1/COP2, branches, load/store
  • IOP (I/O Processor / R3000A) recompiler — full integer, load/store, branches, coprocessors
  • VU (Vector Unit) recompiler — microVU skeleton + Upper FMAC vector ISA complete; Lower ISA and runtime complete
  • vtlb fast memory
  • Native ARM64 binary builds and boots the PS2 BIOS
  • 2D games are already playable
  • 3D games run

Why LLMs / AI Were Used

A word on methodology:

The x86-64 JIT code in upstream ARMSX2 is already proven correct — it has run thousands of PS2 titles for years. The challenge in this port is not emulator design or JIT theory; it is mechanical translation of a large, well-understood x86-64 assembly codebase into equivalent ARM64 assembly (via VIXL) while preserving the exact same register-allocation contracts, block lifecycle, and recompiler semantics.

Large language models (LLMs) were used as an accelerant for this translation work — pattern-matching x86 JIT boilerplate to ARM64 equivalents, scaffolding emit routines, and keeping the porting velocity high. The JIT logic (block compiler, dispatcher, analysis passes, flag pipelines, clamping rules, Tri-Ace hacks, etc.) is taken directly from the upstream x86 implementation and validated against it. Nothing was hallucinated from scratch.

In other words: the hard engineering was done by the PCSX2 team over two decades. The hard typing — translating ~50k lines of x86 emitter code into ARM64 — is what AI helped compress.

System Requirements

ARMSX2 targets ARM64 across desktop (macOS, Windows, Linux) and mobile (Android, iOS/iPadOS), all from the single shared core. Our setup documentation page contains additional details on software and hardware requirements.

Please note that a BIOS dump from a legitimately-owned PS2 console is required to use the emulator. For more information, visit this page.

Building

Check out our github actions for the latest build recipe

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